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authororwell96 <orwell@bleipb.de>2018-06-18 19:02:40 +0200
committerorwell96 <orwell@bleipb.de>2018-06-18 19:02:40 +0200
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n>() const { return true; } ClientActiveObject *parent; bool isAttached; v3f overridePosition; void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d, std::list<CollisionInfo> *collision_info); void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d); void applyControl(float dtime); v3s16 getStandingNodePos(); // Used to check if anything changed and prevent sending packets if not v3f last_position; v3f last_speed; float last_pitch; float last_yaw; unsigned int last_keyPressed; float camera_impact; private: // This is used for determining the sneaking range v3s16 m_sneak_node; // Whether the player is allowed to sneak bool m_sneak_node_exists; // Node below player, used to determine whether it has been removed, // and its old type v3s16 m_old_node_below; std::string m_old_node_below_type; // Whether recalculation of the sneak node is needed bool m_need_to_get_new_sneak_node; bool m_can_jump; }; #endif